Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Setekh on September 27, 2001, 04:40:00 am
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I was just thinking about the shielded turrets that we now know how to implement, as well as things like the installation extensions that Sandwich has implemented - what else do you guys think Next Generation GTVA ships should have? Things could include intra-system jump drives on fighters now as standard, three missile bays - fighterbays on smaller ships, or perhaps other things you can think of. Ideas? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by Setekh:
I was just thinking about the shielded turrets that we now know how to implement...
We do? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
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I do...I think (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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boboau knows how to do it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Well, i think some lasers, could be replaced by phaser, a continuous fire weapon, that we could only see it leaving of the phaser cannon and when hitting the fighter. It would be a kick-A$$ weapon! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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-ultra rapid fire lasers
-high impact mass drivers to throw enemy ships off course
- localised EMP missiles that paralyses the craft hit
- Gravity / particle based beam cannon that can manipulate the operation of jump node
- meson warheads on largeship missiles
- More advanced countermeasures (i.e. actively targeting missiles)
- Limpet Meson mines that attach to ships hulls to blow a hole through
- Rapid fire 'pulverising' beam cannon (i.e. F.E.P. Gun)
- Heat seeking primary cannon (i.e. using minature missile-lets)
- 'Compartmentalised' ships - i.e. divided into numerous susbsytems able to disconnect and function as escape rafts in the event of the ship being destroyed (as oppossed to escape pods)
- Shielding on all ships as standard (reducing the effectiveness of bomber attacks), including on critical containers
- An end to all 'cruiser' class ships, and all corvettes having fighterbays as standard.
- Ships being outfitted in a modular style for mission specific tasks - i.e. so fighterbays can be converted to reactor areas to power additonal beams
- More automated 'drones' in use, for scouting, suicide missions, etc.
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Originally posted by aldo_14:
-ultra rapid fire lasers
-high impact mass drivers to throw enemy ships off course
- localised EMP missiles that paralyses the craft hit
- Gravity / particle based beam cannon that can manipulate the operation of jump node
- meson warheads on largeship missiles
- More advanced countermeasures (i.e. actively targeting missiles)
- Limpet Meson mines that attach to ships hulls to blow a hole through
- Rapid fire 'pulverising' beam cannon (i.e. F.E.P. Gun)
- Heat seeking primary cannon (i.e. using minature missile-lets)
- 'Compartmentalised' ships - i.e. divided into numerous susbsytems able to disconnect and function as escape rafts in the event of the ship being destroyed (as oppossed to escape pods)
- Shielding on all ships as standard (reducing the effectiveness of bomber attacks), including on critical containers
- An end to all 'cruiser' class ships, and all corvettes having fighterbays as standard.
- Ships being outfitted in a modular style for mission specific tasks - i.e. so fighterbays can be converted to reactor areas to power additonal beams
- More automated 'drones' in use, for scouting, suicide missions, etc.
This probably involves a lot of miniaturisation of existing stuff... which would make Cruiser class vessels still viable in combat situations
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Leviathans and Fenri refitted to have no crew, just computer systems linked to the central computers of the station/destroyer they're protecting. This would make a loss of one much less devestating, and potentially gives them an advantage as their tactics are coordinated by the tactician onboard the station/destroyer.
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yeah, and an advantage to the enemy too, who just has to jam the coms or even hack the ship so it tgurns against the GTA. cool idea (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by aldo_14:
- Shielding on all ships as standard (reducing the effectiveness of bomber attacks), including on critical containers
- An end to all 'cruiser' class ships, and all corvettes having fighterbays as standard.
First, I don't think cap ships need shields, not the biggest ones anyway. Maybe crusiers.
Which is second, *KABONG* How dare you suggest such a thing!
Personally, I'd like to work towards developing effective ammo based primaries (I think someone figured this out, but I can't remember who or how). And from the current development of ships, I'd like to see destroyers wholly dedicated to carrier or battleship type warfare.
And maybe Victorious style armor and main cannons. . .
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What features would I like to see on next gen GTVA warships?
How 'bout biotechnology? I know it's not really a "feature", but it could lead to a lot of cool stuff. Armor that adapts and eventually develops an immunity to certain kinds of weapons fire for instance.
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I think I'll settle for AI pilots that don't ram eachother and you in the process. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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Originally posted by Setekh[/i]:
Things could include intra-system jump drives on fighters now as standard.
It was said in command breifing that intra-system jump drives for fighter/bombers were extremely expensive and only used for vital missions. So you'd have to explain some kind of technological breakthrough. (Which, of course, I knew you would, but I just wanted to make sure everyone knew that it was really expensive...) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
[This message has been edited by Pegasus V (edited 09-27-2001).]
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Effectors. Gridfire Impulsors. Displacers. Lineguns. Junk like that. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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sorry but... intra system jumps are not what happen when you push alt-j?
otherwise I think that ammo based primaries are rather a step forward.
Well, I think, stealth is good.
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Ammo based primaries are a step backwards. Hello, why trade infinite ammo for limited ammo? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by Shrike:
Ammo based primaries are a step backwards. Hello, why trade infinite ammo for limited ammo? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
hem yeah, that's what I wanted to say, but sometimes my fingers won't write what my mind tells them to write (damn fingers (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) )
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Originally posted by sandwich:
We do? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
Well... yeh? You didn't know Bobboau made a Deimos with shielded turrets? Look, it's the second entry on this page...
http://www.3dap.com/hlp/freespace/mods/misc/ ("http://www.3dap.com/hlp/freespace/mods/misc/")
It's here too. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
http://dl.fileplanet.com/dl/dl.asp?3dactionplanet/freespace/deimos-s.zip ("http://dl.fileplanet.com/dl/dl.asp?3dactionplanet/freespace/deimos-s.zip")
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As newer more powerful reactors and engines become available, it becomes possible to construct larger bombers and fighters with the same manueverability, these new machines are the Gunboats of the Neo GTA. A wing of these will have the firepower of a 23rd century cruiser and will be used to dogfight and destroy large targets.
As engines and speed improve, expect maybe high performance glider based craft that simply are to fast and maneuverable to hit right. think "ultra lights"
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Originally posted by Shrike:
Ammo based primaries are a step backwards.
Did you think I wanted to go forward? Silly Shrike.
And that would show some talent in moding to pull it off, so it would be a big breakthrough in the moding scene. Then I could seriously consider doing my 14 Year War campaign.
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Originally posted by Eishtmo:
Did you think I wanted to go forward? Silly Shrike.
And that would show some talent in moding to pull it off, so it would be a big breakthrough in the moding scene. Then I could seriously consider doing my 14 Year War campaign.
You could use secondaries with high refire rate and small ammo... it would be pretty easy to do it, you;'d just have to adjust your firing buttons and learn to switch between weapons quickly... possibly have a single (unreliable) laser cannon complemented by mass-based weapons.
Well, I'm beginning to gte interested in a T-V war thing as well as Reciprocity, and I've had some ideas - basically splitting it into 3 parts (start, middle, end of TV war), with chnaging tech in all of them.
I.e. part one would deal with the diplomatic incident (or whatever) that caused the great war and the initial exchanges. Including the old ammo-based primaries, the predecessors to the Fenris and Orion (Terran) and the Vasudan Ships....
Part 2 in the midpoint where crucial victories are won to sway the war in the way oif the Terrans - including the old Angel gfighters being replaced by the Valkyrie and the intro of the Apollo / Orion, and the first aspect seeking missiles
Part 3 taking place during Operation Thresher until the first encounter with the Shivans (maybe even flying to escort Lt.Ash back to base).
Probably need more in the way of civillian stations and vessels .
I'm not willing to actually head up another campaign justnow, I'd gladly help on another if it particularly interested me.
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Originally posted by Eishtmo:
Did you think I wanted to go forward? Silly Shrike.
I know you're more interested in the old stuff, but we are talking about next gen stuff.
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Originally posted by aldo_14:
You could use secondaries with high refire rate and small ammo...
If I wanted them to be secondaries, I wouldn't have suggested that they be put in the primary slot.
I already have my plot set, over a much shorter, more intersting period. But for it to work, I want some ammoed primaries.
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I know there is a method, but all I see is madness.
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Good luck with that. I tried for two months to get that to work and my best solution was to set the fighter's power output to '0.0' so the gun capaciter wouldn't recharge. Problem is self repair won't work and ABs won't recharge (shields aren't an issue as this predates them by over a decade.)
Fortunately for me that's the exact effect I was going for, but I don't know if that's exactly what you were going for...
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That's what I was looking for. And I can work it in, somehow. . .
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Actually that all makes sense to me.
If this is pre-FS1 then yes, set the output to 0.0
This would resemble ammo as well as FUEL for afterburners.
Sure, you still have powered flight, but no dramatic increase of speed.
Repair ships would supplimnt long missions too. (At least, I think they recharge systems... Could be done with sexps though.)
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